new ScratchCanvas -> createScratchCanvas and fix linting

This commit is contained in:
Julian Viereck 2012-02-23 15:46:00 +01:00
parent 261ff39f6d
commit f80fd13fe5
3 changed files with 7 additions and 7 deletions

View File

@ -70,7 +70,7 @@ var CanvasExtraState = (function CanvasExtraStateClosure() {
return CanvasExtraState;
})();
function ScratchCanvas(width, height) {
function createScratchCanvas(width, height) {
var canvas = document.createElement('canvas');
canvas.width = width;
canvas.height = height;
@ -1115,7 +1115,7 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
// scale the image to the unit square
ctx.scale(1 / w, -1 / h);
var tmpCanvas = new ScratchCanvas(w, h);
var tmpCanvas = createScratchCanvas(w, h);
var tmpCtx = tmpCanvas.getContext('2d');
var fillColor = this.current.fillColor;
@ -1146,7 +1146,7 @@ var CanvasGraphics = (function CanvasGraphicsClosure() {
// scale the image to the unit square
ctx.scale(1 / w, -1 / h);
var tmpCanvas = new ScratchCanvas(w, h);
var tmpCanvas = createScratchCanvas(w, h);
var tmpCtx = tmpCanvas.getContext('2d');
this.putBinaryImageData(tmpCtx, imgData, w, h);

View File

@ -756,8 +756,8 @@ var PDFDoc = (function PDFDocClosure() {
file = new Stream(file, 0, file.length, fontFileDict);
}
// At this point, only the font object is created but the font is not
// yet attached to the DOM. This is done in `FontLoader.bind`.
// At this point, only the font object is created but the font is
// not yet attached to the DOM. This is done in `FontLoader.bind`.
var font = new Font(name, file, properties);
this.objs.resolve(id, font);
break;
@ -787,7 +787,7 @@ var PDFDoc = (function PDFDocClosure() {
var size = width * height;
var rgbaLength = size * 4;
var buf = new Uint8Array(size * components);
var tmpCanvas = new ScratchCanvas(width, height);
var tmpCanvas = createScratchCanvas(width, height);
var tmpCtx = tmpCanvas.getContext('2d');
tmpCtx.drawImage(img, 0, 0);
var data = tmpCtx.getImageData(0, 0, width, height).data;

View File

@ -222,7 +222,7 @@ var TilingPattern = (function TilingPatternClosure() {
width = height = MAX_PATTERN_SIZE;
}
var tmpCanvas = new ScratchCanvas(width, height);
var tmpCanvas = createScratchCanvas(width, height);
// set the new canvas element context as the graphics context
var tmpCtx = tmpCanvas.getContext('2d');